/******************************************************************************
 * Copyright (C) Leap Motion, Inc. 2011-2017.                                 *
 * Leap Motion proprietary and  confidential.                                 *
 *                                                                            *
 * Use subject to the terms of the Leap Motion SDK Agreement available at     *
 * https://developer.leapmotion.com/sdk_agreement, or another agreement       *
 * between Leap Motion and you, your company or other organization.           *
 ******************************************************************************/

using Leap.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

namespace Leap.Unity.Interaction {

  [CanEditMultipleObjects]
  [CustomEditor(typeof(AnchorableBehaviour))]
  public class AnchorableBehaviourEditor : CustomEditorBase<AnchorableBehaviour> {

    protected override void OnEnable() {
      base.OnEnable();

      deferProperty("_eventTable");
      specifyCustomDrawer("_eventTable", drawEventTable);

      specifyConditionalDrawing("lockWhenAttached",
                                "matchAnchorMotionWhileAttaching");

      specifyConditionalDrawing("useTrajectory",
                                "_motionlessRangeFraction",
                                "_maxMotionlessRange",
                                "_maxAttachmentAngle");

      specifyConditionalDrawing(() => { return target.interactionBehaviour != null; },
                                "detachWhenGrasped",
                                "_tryAnchorNearestOnGraspEnd",
                                "isAttractedByHand",
                                "maxAttractionReach",
                                "attractionReachByDistance");

      specifyConditionalDrawing("isAttractedByHand",
                                "maxAttractionReach",
                                "attractionReachByDistance");
    }

    private EnumEventTableEditor _tableEditor;
    private void drawEventTable(SerializedProperty property) {
      if (_tableEditor == null) {
        _tableEditor = new EnumEventTableEditor(property, typeof(AnchorableBehaviour.EventType));
      }

      _tableEditor.DoGuiLayout();
    }

    public override void OnInspectorGUI() {
      drawWarningMessages();

      drawAttachmentHelperButtons();

      base.OnInspectorGUI();
    }

    private void drawWarningMessages() {
      // While the editor application is playing, we expect there to be at least the empty lambda that initializes the Action
      // and the UnityEvent subscription.
      // While in edit-mode, we only expect there to be the empty lambda that initializes the Action.
      int expectedMinimumActionListeners = EditorApplication.isPlaying ? 2 : 1;

      bool hasInvalidPostGraspEndCallback = !target.tryAnchorNearestOnGraspEnd
                                         && (target.OnPostTryAnchorOnGraspEnd.GetInvocationList().Length > expectedMinimumActionListeners
                                             || (_tableEditor != null &&
                                                 _tableEditor.HasAnyCallbacks((int)AnchorableBehaviour.EventType.OnPostTryAnchorOnGraspEnd)));
      if (hasInvalidPostGraspEndCallback) {
        EditorGUILayout.HelpBox("This object's OnPostObjectGraspEnd is subscribed to, but the event will never "
                              + "fire because tryAnchorNearestOnGraspEnd is disabled.",
                                MessageType.Warning);
      }
    }

    private void drawAttachmentHelperButtons() {
      if (!EditorApplication.isPlaying) {
        // Attach / Detach Object
        EditorGUILayout.BeginHorizontal();

        EditorGUI.BeginDisabledGroup(!(targets.Length > 1) || target.anchor == null || target.isAttached);
        if (GUILayout.Button(new GUIContent("Attach Object" + (targets.Length > 1 ? "s" : ""),
                                            "Will attach the object to its anchor. If the object is not currently at its anchor, "
                                          + "currently at its anchor, it will begin move to it when play mode begins."))) {
          Undo.IncrementCurrentGroup();
          foreach (var singleTarget in targets) {
            Undo.RecordObject(singleTarget, "Try Attach Object");
            singleTarget.TryAttach(ignoreRange: true);
          }
        }
        EditorGUI.EndDisabledGroup();

        EditorGUI.BeginDisabledGroup(!(targets.Length > 1) || !target.isAttached);
        if (GUILayout.Button(new GUIContent("Detach Object" + (targets.Length > 1 ? "s" : ""),
                                            "Will detach the object from its anchor. AnchorableBehaviours won't seek out an anchor "
                                          + "until they are specifically told to attach to one."))) {
          Undo.IncrementCurrentGroup();
          foreach (var singleTarget in targets) {
            Undo.RecordObject(singleTarget, "Try Detach Object");
            singleTarget.Detach();
          }
        }
        EditorGUI.EndDisabledGroup();

        EditorGUILayout.EndHorizontal();

        // Move Object to Anchor

        bool anyTranslatedFromAnchor = false;
        bool anyRotatedFromAnchor = false;

        foreach (var singleTarget in targets) {
          anyTranslatedFromAnchor  |= singleTarget.anchor != null && Vector3.Distance(singleTarget.transform.position, singleTarget.anchor.transform.position) > 0.0001F;
          anyRotatedFromAnchor     |= singleTarget.anchor != null && singleTarget.anchorRotation
                                                                  && Quaternion.Angle(singleTarget.transform.rotation, singleTarget.anchor.transform.rotation) > 0.1F;
        }

        if (anyTranslatedFromAnchor || anyRotatedFromAnchor) {
          if (GUILayout.Button(new GUIContent("Move Object" + (targets.Length > 1 ? "s" : "") + " To Anchor",
                                              "Detected that the object is not currently at its anchor, but upon pressing play, "
                                            + "the object will move to to match its anchor. If you'd like the object to move to "
                                            + "its anchor now, click this button."))) {
            Undo.IncrementCurrentGroup();
            foreach (var singleTarget in targets) {
              Undo.RecordObject(singleTarget.transform, "Move Target Transform to Anchor");
              singleTarget.transform.position = singleTarget.anchor.transform.position;
              if (singleTarget.anchorRotation) singleTarget.transform.rotation = singleTarget.anchor.transform.rotation;
            }
          }
        }
      }
    }

  }

}
